Is this accuate?

How to rank mythic plus dungeon difficulties.

Mythics 2-4 is chaos😳
Mythics 5-8 gets declined non-stop😠
Mythics 9-15 everyone knows what they’re doing and runs smoother :smiley:
Mythics 16-20 you ok? :crazy_face:
Mythics 21-30 what even is the great outdoors? Does one have a life? Omg. :roll_eyes:

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9, 10, 12, 13, and 15s are vastly different experiences, you need more ranks.

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Accurate is subjective. Most people just focus on getting to Mythic +10. Anything else after that is “bragging rights.”

Most people go to +10 and park there for 75% of the season and raid from that point. Some people have higher thresholds., but for the most part, thats where most people do their eight and work on alts.

9-10
11
12
13
14
15
etc.
thats how theyre ranked. every key level has its own problems with difficulty and quality of groups. clumping anything above 10 with any other level is inaccurate. i.e. the groups you find in a 14 vs a 15 will generally be vastly different in most cases.

In my experience the 12-14 range has geared players who can do damage but limited dungeon knowledge which creates the most toxicity and unwarranted finger pointing. I could imagine keys below 10 being really difficult though

indeed. this is the worst bracket imo.

10s really are skewed from every other level around it. There’s a huge population just sitting there filling their vault. I think this leads to 10s having the highest variability in quality and least predictability in runs. You might think the influx of newbs leads to more mistakes, OR it might attract mains and alts with lots of experience and basic competence. Also plenty of carries, friends and alts not nearly geared well enough to be there, and while the alts can be competent the casual friends are chain-dying boat anchors.

I reached 14s last season, and ironically they were some of the easiest runs of the season to heal, despite the insane numbers getting thrown at our health bars. I suspect that A) I had a lot of gear and experience by then, and B) so did my group mates, and unlike 10-13s they were motivated to time as there were no more rewards, just bragging rights.

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9-14 is a lot of people that got carried. By 14 they’re starting to figure out “the healer/tank can’t just carry me, so I need to figure out my defensives.” By 15 if you don’t have it figured out you’re getting one shot and not getting anywhere. I almost wish this was the baseline level sometimes so I didn’t have to heal people that don’t interrupt or press a defensive ever in their entire life.

16-20 is where you get to actually just play the game. Everyone’s on the same page. Everyone knows what’s going to happen and what they need to do and it’s just skill instead of you vs the players (as a healer.)

I only play to 3k IO and most the people in 12’s and 13’s are people that should be doing 9’s that push their luck and deplete keys. I’d imagine 14+ is when most these people go away.

I healed a 2 to help a casual friend and that was an experience.